Game player equip
Entity description
It spawns one or more entities at the location of the player. Used in multiplayer games to automatically equip the players with standard gear on map spawn, including a multitude of things like weapons, ammo and items. In Half-Life 2 single player, this entity must instead be triggered to spawn it's contents with the Use input. This entity requires a few steps to use properly, first you have to tell it what to equip, and then how.
What to equip
To properly use the entity, turn SmartEdit off and add new keyvalues manually. The key name should be the item; the value should be the number of that item to equip. For example, a keyvalue pair of weapon_ar2 and 1 will make the game_player_equip equip the player with 1 Combine assault rifle.
Activation
In multiplayer, simply having this entity anywhere in a map will automatically activate it every time a player is spawned into the map, for the spawning player. This is not supported in single-player.
You can also trigger this entity to spawn with the Use input, making it spawn at the location of the activating player only. (To prevent a triggerable game_player_equip from also being activated at player spawn in multiplayer, set the Use Only flag.) The default .fgd does not contain this input type, so you must manually enter Use
into the Input type field instead. Hammer won't register this as a correct input, displaying it in red, but it is correct.

Keyvalues
- Team Master (Obsolete) ([todo internal name (i)]) <string>
- Legacy support: The name of a master entity. If the master hasn't been activated, this entity will not activate.
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Flags
- 1 : Use Only
Template:CSGO add Template:CSGO add
Inputs
- TriggerForAllPlayers (in all games since
)
- Equips all players with weapons specified in keyvalues.
- TriggerForActivatedPlayer <classname> (in all games since
)
- This will force the player who activated to equip the specified weapon.


